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But as a single addition to a custom squad, I'm really liking these guys. 1 less pilot to worry about means selling more spare pilots for rep, and once you put a little bit of upgrades into the flyer, it becomes a murder machine. Flying, 1-3 damage in a row 1-3 long, and knockback creates a very flexible unit that can bring the pain when you need it, but still can push stuff around too.
The hazard squad is a killer. If you put the mantis pilot in the science mech, then this squad can output damage like nothing else I've done so far. And next to all that damage, you can also push with every mech... the leap can be a bit tougher to aim. But after the upgrade really ties this squad together.
As for the fire squad, they're not my favorite since fire only deals 1 damage per turn, which isn't as useful for alphas and especially bosses. They're more effective in the early game, I feel. That said, maybe I just haven't mastered their strategy yet. I still really enjoy playing them.
(Not that that's a very good ability IMHO, as it makes them barely better that the generic pilots.)
And at least any pilots you can find can be donated for reputation to fund cores. Which is good, because winning with the squad pretty much relies on gettting your weapons upgraded as fast as you can. They start of weak, but when fully powered they get very strong..
After 1st island and some Rector Cores, Decent.
3rd & 4th islands, lolololol get wrecked vek! Cant touch me.
Its a late game squad, still feel a bit underwelmed with them being secret/costing 25 coins
Final impression: so/so squad, BUT the flier Vek is easily one of the BEST mechs for custom squads, my gawd its OP once you got the range upgraded